1. Kin
1-4 |
Human |
5-7 |
Halfling |
8-9 |
Dwarf |
10 |
Elf |
11 |
Mallard |
12 |
Wolfkin |
2b. Profession Starting Gear
Artisan |
"1–2 Warhammer (small), leather armor, blacksmith’s tools, torch, flint & tinder, D8 food rations, D8 silver 3–4 Handaxe, leather armor, carpentry tools, torch, rope (hemp), flint & tinder, D8 food rations, D8 silver 5–6 Knife, leather armor, tanner’s tools, lantern, lamp oil, flint & tinder, D8 food rations, D8 silver" |
Bard |
"1–2 Lyre, knife, oil lamp, lamp oil, flint & tinder, D6 food rations, D8 silver 3–4 Flute, dagger, rope (hemp), torch, flint & tinder, D6 food rations, D8 silver 5–6 Horn, knife, torch, flint & tinder, D6 food rations, D8 silver" |
Fighter |
"1–2 Broadsword/battle axe/morning star, small shield, chainmail, torch, flint & tinder, D6 food rations, D6 silver 3–4 Short sword/handaxe/short spear, light crossbow, quiver, leather armor, torch, flint & tinder, D6 food rations, D6 silver 5–6 Long spear, studded leather armor, open helmet, torch, flint & tinder, D6 food rations, D6 silver" |
Hunter |
"1–2 Dagger, short bow, quiver, leather armor, sleeping pelt, torch, flint & tinder, rope (hemp), snare, D8 food rations, D6 silver 3–4 Knife, longbow, quiver, leather armor, sleeping pelt, torch, flint & tinder, rope (hemp), fishing rod, D8 food rations, D6 silver 5–6 Dagger, sling, leather armor, sleeping pelt, torch, flint & tinder, rope (hemp), snare, D8 food rations, D6 silver" |
Knight |
"1–2 Broadsword/morning star, shield (small), plate armor, great helm, torch, flint & tinder, D6 food rations, D12 silver 3–4 Flail/warhammer (small), shield (small), chainmail, open helmet, torch, flint & tinder, D6 food rations, D12 silver 5–6 Short sword, lance, shield (small), chainmail, open helmet, combat trained horse, D6 food rations, D12 silver" |
Mage |
"1–2 Staff, orbuculum, grimoire, torch, flint & tinder, D6 food rations, D8 silver 3–4 Knife, wand, grimoire, torch, flint & tinder, D6 food rations, D8 silver 5–6 Amulet, grimoire, sleeping pelt, torch, flint & tinder, D6 food rations, D8 silver" |
Mariner |
"1–2 Dagger, short bow, rope (hemp), grappling hook, sleeping pelt, torch, flint & tinder, D8 food rations, D10 silver 3–4 Scimitar, leather armor, rope (hemp), grappling hook, torch, flint & tinder, D8 food rations, D10 silver 5–6 Trident, spyglass, rope (hemp), grappling hook, torch, flint & tinder, D8 food rations, D10 silver" |
Merchant |
"1–2 Dagger, sleeping pelt, torch, flint & tinder, rope (hemp), donkey, D6 food rations, D12 silver 3–4 Knife, sleeping pelt, lantern, lamp oil, flint & tinder, field kitchen, donkey, cart, D6 food rations, D12 silver 5–6 Dagger, sleeping pelt, large tent, oil lamp, lamp oil, flint & tinder, backpack, D6 food rations, D12 silver" |
Scholar |
"1–2 Staff, notebook, quill, sleeping pelt, torch, flint & tinder, D6 food rations, D10 silver 3–4 Knife, book (any subject), sleeping pelt, oil lamp, lamp oil, flint & tinder, D6 food rations, D10 silver 5–6 Short sword, bandages, sleeping poison (one dose), sleeping pelt, lantern, lamp oil, flint & tinder, D6 food rations, D10 silver" |
Thief |
"1–2 Dagger, sling, rope (hemp), grappling hook, torch, flint & tinder, D6 food rations, D10 silver 3–4 Knife, lockpicks (simple), torch, flint & tinder, D6 food rations, D10 silver 5–6 Two daggers, marbles, rope (hemp), torch, flint & tinder, D6 food rations, D10 silver" |
3. Roll Attributes
Roll 4d6 and drop the lowest, adding the three remaining together. Assign to whatever ability you want, just don't forget your profession's core attribute. |
WIL is used to determine how many Willpower points you have, which are used to trigger your special abilities and spells |
CON determines your starting Hit Points |
Starting Willpower points is equal to your WIL score
Starting HP is equal to your CON score
4a. Starting Skill Levels
1-5 |
3 |
6-8 |
4 |
9-12 |
5 |
13-15 |
6 |
16-18 |
7 |
On your skills list, you will see the linked Attribute next to it, for example Acrobatics (AGL) means your based Acrobatics skill level is = to the Starting Skill Level for AGL.
Ex. You have an Agility of 15. Meaning any skill linked to AGL (agility) starts at a 6 (see table above).
Go ahead and fill out all the skills on the sheet, using this method.
5. Roll for Memento
Roll on Page 27 of the rulebook, or come up with an idea. Remember, they are very small items that take up negligible room, are non-magical, and are not valuable. |
Optional: Weaknesses - you may give yourself a minor weakness, such as Gullible, Gluttonous, Kleptomaniac, reckless, fearful, etc. If you role play this weakness you gain an Advancement Mark at the end of the session |
Mementos are small items that bring you comfort or let you recovery your focus. They are never magical, nor valuable (to anyone but you).
Once per game session, during a STRETCH rest (15 minutes) you can focus on your Memento to remove one condition
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1a. Kin Special Abilities
Kin |
Ability |
Cost |
Move Speed (meters) |
Human |
Adaptive - choose what Skill to use when rolling. DM must agreed |
3WP |
10 |
Halfling |
Hard to Catch - when dodging, get a BOON on the EVADE roll |
3WP |
8 |
Dwarf |
Unforgiving - Gain a BOON on the roll vs. anyone who has ever harmed you |
3WP |
8 |
Elf |
Inner Peace - Meditate for a Stretch Rest, doing NOTHING else. Gain +1d6 bonus WP and +1d6 HP and clear a condition. You are unresponsive during meditation |
None |
10 |
Mallard |
Ill-tempered - Gain a BOON on a SKILL roll. You must take the ANGERED condition if you don't have it already. Cannot use this ability on an INT-based check |
3WP and gain ANGRY condition if you don't have it |
8 |
|
Webbed Feat - gain a BOON on SWIMMING rolls |
None |
Wolfkin |
Hunting Instinct - Designate a creature you can see or smell as your prey. This counts as an action. You can follow their scent all day, and for an additional 1WP when making an attack on prey, gain a BOON |
|
12 |
3a. Damage Bonuses and Movement Adjustments
STR/AGL |
Bonus |
<= 12 |
No bonus |
13-16 |
+1d4 |
17-18 |
+1d6 |
Your STR is used to determine your MELEE bonus, while AGL is for your RANGED bonus.
Your Movement is modified by your Agility.
AGL 1-6 = -4 movement penalty
AGL 7-9 = -2 penalty
AGL 10-12 = No change
AGL 13- 15 = +2 Move bonus
AGL 16-18 = +4 bonus
4. Roll Age
Roll |
Age |
Skill options |
Adjustments |
1-3 |
Young |
6 profession + 2 of any choice |
AGL and CON +1 |
4-5 |
Adult |
6 profession + 4 of any choice |
None |
6 |
Old |
6 prof. and 6 of any choice |
STR, AGL, CON all at -2, INT and WIL get +1 |
4b.. Assign professional skills
Profession Skills |
Each profession has a collection of skills you can choose to make "trained" skills. Typically, it's 6. Go through and upgrade six profession skills so that they are double their base skill rating. |
Free choice skills |
Your age determines how many "free" skills you get that are not linked to your profession. For example, a Young PC will get 2 bonus skills, while an old adventurer gets 6. You can choose any skills, professional or not, but NOT skills you already trained. These additional skills get their base skill rating doubled |
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2. Professions (1d10 roll)
1 |
Artisan |
2 |
Bard |
3 |
Fighter |
4 |
Hunter |
5 |
Knight |
6 |
Mage |
7 |
Mariner |
8 |
Merchant |
9 |
Scholar |
10 |
Thief |
2a. Profession Abilities
Profession |
Core Attribute |
Skill Choices |
Heroic Ability |
Artisan |
STR |
Axes, Brawling, Crafting, Hammers, Knives, Sleight of Hand, Spot Hidden, Swords |
Master Blacksmith, Master Carpenter or Master Tanner - all require CRAFTING skill of 12 |
Bard |
CHA |
Acrobatics, Bluffing, Evade, Knives, Languages, Myths & Legends, Performance, Persuasion |
Musician (req: Performance 12) |
Fighter |
STR |
Axes, Bows, Brawling, Crossbows, Evade, Hammers, Spears, Swords |
Veteran (req a Weapon skill of 12) |
Hunter |
AGL |
Acrobatics, Awareness, Bows, Bushcraft, Hunting & Fishing, Knives, Slings, Sneaking |
Companion (req. Hunt & Fish 12) |
Knight |
STR |
Beast Lore, Hammers, Myths & Legends, Performance, Persuasion, Riding, Spears, Swords |
Guardian - requires AXES, HAMMERS, or SWORDS skill of 12 |
Mage |
WIL |
"✦ Animist Skills: Animism, Beast Lore, Bushcraft, Evade, Healing, Hunting & Fishing, Sneaking, Staves ✦ Elementalist Skills: Elementalism, Awareness, Evade, Healing, Languages, Myths & Legends, Spot Hidden, Staves ✦ Mentalist Skills: Mentalism, Acrobatics, Awareness, Brawling, Evade, Healing, Languages, Myths & Legends" |
Magic |
Mariner |
AGL |
Acrobatics, Awareness, Hunting & Fishing, Knives, Languages, Seamanship, Swimming, Swords |
Sea Legs - Swim of 12 |
Merchant |
CHA |
Awareness, Bartering, Bluffing, Evade, Knives, Persuasion, Sleight of Hand, Spot Hidden |
Treasure Hunter - req. Bartering of 12 |
Scholar |
INT |
Awareness, Beast Lore, Bushcraft, Evade, Healing, Languages, Myths & Legends, Spot Hidden |
Intuition - requires MYTH & LEGENDS skill of 12 |
Thief |
AGL |
Acrobatics, Awareness, Bluffing, Evade, Knives, Sleight of Hand, Sneaking, Spot Hidden |
Backstab - requires KNIVES of 12 |
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